/* * Copyright (c) 1999, 2006, Oracle and/or its affiliates. All rights reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Oracle designates this * particular file as subject to the "Classpath" exception as provided * by Oracle in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA * or visit www.oracle.com if you need additional information or have any * questions. */ package javax.sound.midi; import javax.sound.sampled.Control; /** * A Synthesizer generates sound. This usually happens when one of * the Synthesizer's {@link MidiChannel} objects receives a * {@link MidiChannel#noteOn(int, int) noteOn} message, either * directly or via the Synthesizer object. * Many Synthesizers support Receivers, through which * MIDI events can be delivered to the Synthesizer. * In such cases, the Synthesizer typically responds by sending * a corresponding message to the appropriate MidiChannel, or by * processing the event itself if the event isn't one of the MIDI channel * messages. *

* The Synthesizer interface includes methods for loading and * unloading instruments from soundbanks. An instrument is a specification for synthesizing a * certain type of sound, whether that sound emulates a traditional instrument or is * some kind of sound effect or other imaginary sound. A soundbank is a collection of instruments, organized * by bank and program number (via the instrument's Patch object). * Different Synthesizer classes might implement different sound-synthesis * techniques, meaning that some instruments and not others might be compatible with a * given synthesizer. * Also, synthesizers may have a limited amount of memory for instruments, meaning * that not every soundbank and instrument can be used by every synthesizer, even if * the synthesis technique is compatible. * To see whether the instruments from * a certain soundbank can be played by a given synthesizer, invoke the * {@link #isSoundbankSupported(Soundbank) isSoundbankSupported} method of * Synthesizer. *

* "Loading" an instrument means that that instrument becomes available for * synthesizing notes. The instrument is loaded into the bank and * program location specified by its Patch object. Loading does * not necessarily mean that subsequently played notes will immediately have * the sound of this newly loaded instrument. For the instrument to play notes, * one of the synthesizer's MidiChannel objects must receive (or have received) * a program-change message that causes that particular instrument's * bank and program number to be selected. * * @see MidiSystem#getSynthesizer * @see Soundbank * @see Instrument * @see MidiChannel#programChange(int, int) * @see Receiver * @see Transmitter * @see MidiDevice * * @author Kara Kytle */ public interface Synthesizer extends MidiDevice { // SYNTHESIZER METHODS /** * Obtains the maximum number of notes that this synthesizer can sound simultaneously. * @return the maximum number of simultaneous notes * @see #getVoiceStatus */ public int getMaxPolyphony(); /** * Obtains the processing latency incurred by this synthesizer, expressed in * microseconds. This latency measures the worst-case delay between the * time a MIDI message is delivered to the synthesizer and the time that the * synthesizer actually produces the corresponding result. *

* Although the latency is expressed in microseconds, a synthesizer's actual measured * delay may vary over a wider range than this resolution suggests. For example, * a synthesizer might have a worst-case delay of a few milliseconds or more. * * @return the worst-case delay, in microseconds */ public long getLatency(); /** * Obtains the set of MIDI channels controlled by this synthesizer. Each * non-null element in the returned array is a MidiChannel that * receives the MIDI messages sent on that channel number. *

* The MIDI 1.0 specification provides for 16 channels, so this * method returns an array of at least 16 elements. However, if this synthesizer * doesn't make use of all 16 channels, some of the elements of the array * might be null, so you should check each element * before using it. * @return an array of the MidiChannel objects managed by this * Synthesizer. Some of the array elements may be null. */ public MidiChannel[] getChannels(); /** * Obtains the current status of the voices produced by this synthesizer. * If this class of Synthesizer does not provide voice * information, the returned array will always be of length 0. Otherwise, * its length is always equal to the total number of voices, as returned by * getMaxPolyphony(). (See the VoiceStatus class * description for an explanation of synthesizer voices.) * * @return an array of VoiceStatus objects that supply * information about the corresponding synthesizer voices * @see #getMaxPolyphony * @see VoiceStatus */ public VoiceStatus[] getVoiceStatus(); /** * Informs the caller whether this synthesizer is capable of loading * instruments from the specified soundbank. * If the soundbank is unsupported, any attempts to load instruments from * it will result in an IllegalArgumentException. * @param soundbank soundbank for which support is queried * @return true if the soundbank is supported, otherwise false * @see #loadInstruments * @see #loadAllInstruments * @see #unloadInstruments * @see #unloadAllInstruments * @see #getDefaultSoundbank */ public boolean isSoundbankSupported(Soundbank soundbank); /** * Makes a particular instrument available for synthesis. This instrument * is loaded into the patch location specified by its Patch * object, so that if a program-change message is * received (or has been received) that causes that patch to be selected, * subsequent notes will be played using the sound of * instrument. If the specified instrument is already loaded, * this method does nothing and returns true. *

* The instrument must be part of a soundbank * that this Synthesizer supports. (To make sure, you can use * the getSoundbank method of Instrument and the * isSoundbankSupported method of Synthesizer.) * @param instrument instrument to load * @return true if the instrument is successfully loaded (or * already had been), false if the instrument could not be * loaded (for example, if the synthesizer has insufficient * memory to load it) * @throws IllegalArgumentException if this * Synthesizer doesn't support the specified instrument's * soundbank * @see #unloadInstrument * @see #loadInstruments * @see #loadAllInstruments * @see #remapInstrument * @see SoundbankResource#getSoundbank * @see MidiChannel#programChange(int, int) */ public boolean loadInstrument(Instrument instrument); /** * Unloads a particular instrument. * @param instrument instrument to unload * @throws IllegalArgumentException if this * Synthesizer doesn't support the specified instrument's * soundbank * @see #loadInstrument * @see #unloadInstruments * @see #unloadAllInstruments * @see #getLoadedInstruments * @see #remapInstrument */ public void unloadInstrument(Instrument instrument); /** * Remaps an instrument. Instrument to takes the * place of instrument from.
* For example, if from was located at bank number 2, * program number 11, remapping causes that bank and program location * to be occupied instead by to.
* If the function succeeds, instrument from is unloaded. *

To cancel the remapping reload instrument from by * invoking one of {@link #loadInstrument}, {@link #loadInstruments} * or {@link #loadAllInstruments}. * * @param from the Instrument object to be replaced * @param to the Instrument object to be used in place * of the old instrument, it should be loaded into the synthesizer * @return true if the instrument succeessfully remapped, * false if feature is not implemented by synthesizer * @throws IllegalArgumentException if instrument * from or instrument to aren't supported by * synthesizer or if instrument to is not loaded * @throws NullPointerException if from or * to parameters have null value * @see #loadInstrument * @see #loadInstruments * @see #loadAllInstruments */ public boolean remapInstrument(Instrument from, Instrument to); /** * Obtains the default soundbank for the synthesizer, if one exists. * (Some synthesizers provide a default or built-in soundbank.) * If a synthesizer doesn't have a default soundbank, instruments must * be loaded explicitly from an external soundbank. * @return default soundbank, or null if one does not exist. * @see #isSoundbankSupported */ public Soundbank getDefaultSoundbank(); /** * Obtains a list of instruments that come with the synthesizer. These * instruments might be built into the synthesizer, or they might be * part of a default soundbank provided with the synthesizer, etc. *

* Note that you don't use this method to find out which instruments are * currently loaded onto the synthesizer; for that purpose, you use * getLoadedInstruments(). * Nor does the method indicate all the instruments that can be loaded onto * the synthesizer; it only indicates the subset that come with the synthesizer. * To learn whether another instrument can be loaded, you can invoke * isSoundbankSupported(), and if the instrument's * Soundbank is supported, you can try loading the instrument. * * @return list of available instruments. If the synthesizer * has no instruments coming with it, an array of length 0 is returned. * @see #getLoadedInstruments * @see #isSoundbankSupported(Soundbank) * @see #loadInstrument */ public Instrument[] getAvailableInstruments(); /** * Obtains a list of the instruments that are currently loaded onto this * Synthesizer. * @return a list of currently loaded instruments * @see #loadInstrument * @see #getAvailableInstruments * @see Soundbank#getInstruments */ public Instrument[] getLoadedInstruments(); /** * Loads onto the Synthesizer all instruments contained * in the specified Soundbank. * @param soundbank the Soundbank whose are instruments are * to be loaded * @return true if the instruments are all successfully loaded (or * already had been), false if any instrument could not be * loaded (for example, if the Synthesizer had insufficient memory) * @throws IllegalArgumentException if the requested soundbank is * incompatible with this synthesizer. * @see #isSoundbankSupported * @see #loadInstrument * @see #loadInstruments */ public boolean loadAllInstruments(Soundbank soundbank); /** * Unloads all instruments contained in the specified Soundbank. * @param soundbank soundbank containing instruments to unload * @throws IllegalArgumentException thrown if the soundbank is not supported. * @see #isSoundbankSupported * @see #unloadInstrument * @see #unloadInstruments */ public void unloadAllInstruments(Soundbank soundbank); /** * Loads the instruments referenced by the specified patches, from the * specified Soundbank. Each of the Patch objects * indicates a bank and program number; the Instrument that * has the matching Patch is loaded into that bank and program * location. * @param soundbank the Soundbank containing the instruments to load * @param patchList list of patches for which instruments should be loaded * @return true if the instruments are all successfully loaded (or * already had been), false if any instrument could not be * loaded (for example, if the Synthesizer had insufficient memory) * @throws IllegalArgumentException thrown if the soundbank is not supported. * @see #isSoundbankSupported * @see Instrument#getPatch * @see #loadAllInstruments * @see #loadInstrument * @see Soundbank#getInstrument(Patch) * @see Sequence#getPatchList() */ public boolean loadInstruments(Soundbank soundbank, Patch[] patchList); /** * Unloads the instruments referenced by the specified patches, from the MIDI sound bank specified. * @param soundbank soundbank containing instruments to unload * @param patchList list of patches for which instruments should be unloaded * @throws IllegalArgumentException thrown if the soundbank is not supported. * * @see #unloadInstrument * @see #unloadAllInstruments * @see #isSoundbankSupported * @see Instrument#getPatch * @see #loadInstruments */ public void unloadInstruments(Soundbank soundbank, Patch[] patchList); // RECEIVER METHODS /** * Obtains the name of the receiver. * @return receiver name */ // public abstract String getName(); /** * Opens the receiver. * @throws MidiUnavailableException if the receiver is cannot be opened, * usually because the MIDI device is in use by another application. * @throws SecurityException if the receiver cannot be opened due to security * restrictions. */ // public abstract void open() throws MidiUnavailableException, SecurityException; /** * Closes the receiver. */ // public abstract void close(); /** * Sends a MIDI event to the receiver. * @param event event to send. * @throws IllegalStateException if the receiver is not open. */ // public void send(MidiEvent event) throws IllegalStateException { // // } /** * Obtains the set of controls supported by the * element. If no controls are supported, returns an * array of length 0. * @return set of controls */ // $$kk: 03.04.99: josh bloch recommends getting rid of this: // what can you really do with a set of untyped controls?? // $$kk: 03.05.99: i am putting this back in. for one thing, // you can check the length and know whether you should keep // looking.... // public Control[] getControls(); /** * Obtains the specified control. * @param controlClass class of the requested control * @return requested control object, or null if the * control is not supported. */ // public Control getControl(Class controlClass); }